Game playing system with assignable attack icons

ABSTRACT

A video game player can easily target and attack one or more enemies in a video game environment. The player may to quickly designate an enemy on a display screen as a target and associate the enemy with a controller button on a video game controller. When the game player actuates the controller button, a player character initiates an attack on the targeted enemy that is assigned or associated with the button. The character initiates the attack on the enemy regardless of whether the character is facing toward the enemy or away from the enemy. If multiple enemies are present and multiple controller buttons are available, the player can choose which enemy will be targeted and associated with a controller button. This allows the player flexibility in choosing which enemies to attack. The player can also associate additional enemies with different buttons on a controller. The player can then initiate successive attacks on the additional enemies by actuating the buttons associated with the enemies.

BACKGROUND OF THE INVENTION

[0001] 1. Field of the Invention

[0002] The present invention relates generally to video games and, moreparticularly, to targeting and attacking of objects in a video gamesystem.

[0003] 2. Description of the Related Art

[0004] In a video game, a game player is commonly represented by a videogame character that can move about a virtual environment displayed on adisplay screen. The game player typically controls the character'sactions using a video game controller that includes a joystick and oneor more buttons. In one common type of game, the character encountersvarious scenarios throughout the course of the game. Such scenarioscould include a competition scenario where the character competesagainst an opponent or a combat scenario where the character is requiredto fight and conquer one or more threats or enemies. The enemiestypically approach the character from one or more directions on thedisplay screen and then attack the character. The player uses the videogame control to move the character and cause the character to attackenemies or defend against the enemy attacks using a weapon.

[0005] In order to engage an opponent or attack an enemy, the gameplayer typically uses a joystick or direction button on the controllerto maneuver the character so that the character is facing the enemy. Thegame player then presses a controller button, which is a button on thecontroller that causes the character to initiate an attack action, suchas jabbing a sword or throwing a punch. The controller may includemultiple controller buttons, each of which is associated with an attackaction. Typically, a controller button is fixedly associated with anattack action. That is, when the player presses the button, the videogame character always initiates the attack action regardless of whetherthe character is actually facing an enemy or even near an enemy.

[0006] It can be appreciated that video game combat is simplest whenthere are few enemies present simultaneously on the display screen,thereby making it relatively easy for the game player to correctlymaneuver the character into an attack position so that the attack actionhas an affect on the desired enemy. For example, if there is only oneenemy on the display screen, the game player can concentrate attentionon the single enemy. Consequently, the game player can orient thecharacter to face that enemy and initiate an attack on the enemy withrelative ease.

[0007] However, as the number of enemies on the display screenincreases, it becomes increasingly difficult for the player to attackspecific enemies. The character may be surrounded by several enemieseach of which moves about, making it difficult for the game player tocorrectly maneuver the character to face a specific enemy. The sheernumber of enemies may also make it difficult for the game player todiscern when the character is actually facing a specific enemy forattack. For example, if several enemies are grouped closely together, itmay be unclear to the game player exactly which enemy the character isfacing and, consequently, which enemy the character will attack uponpressing of the controller button. Unfortunately, this may result in thecharacter initiating an attack on one enemy when the player actuallyintended to initiate an attack on a different enemy.

[0008] Another problem associated with simultaneously confrontingmultiple enemies is that it becomes difficult for the game player toattack a succession of different enemies. Under the conventional attackmethod, the game player has to orient the character toward a first enemyand then attack that enemy. In order to subsequently attack a secondenemy, the game player must first maneuver the character so that thecharacter is facing the second enemy. This can become quite cumbersomefor the player, particularly if the second enemy is located at anawkward position relative to the character, such as behind the characteror at a distance removed from the character. This often results in theplayer fumbling with the joystick and losing an attack opportunity. Therequirement of re-orienting the character to the second enemy also takestime, which can be detrimental in an action game where characters mustsuccessfully and quickly attack enemies with success or otherwise riskincurring damage from the enemies.

[0009] The significance of the aforementioned problems only increases asthe graphics processing power of video game systems increases. Modernvideo game systems are able to display and control an increasing numberof enemy characters on the video game display at one time. Thus, it isbecoming even more difficult and cumbersome for game players to targetand attack specific enemies in a video game environment.

[0010] One way of overcoming the difficulty in targeting and attackingenemies is to simply provide the video game character with a largerweapon having a relatively large attack range. A larger attack rangeincreases the likelihood of a successful attack regardless of whetherthe character is correctly oriented to an enemy. Consequently, largerweapons provide the game player with a greater margin of error inorienting the character relative to an enemy. For example, if thecharacter is equipped with a small sword with a small attack range, thenthe player may have to precisely orient the character relative to anenemy in order to successfully attack the enemy. However, if thecharacter is equipped with a large battle axe, then the character needonly swing the battle axe in the vicinity of the enemy and rely on thelarge range of the weapon to encompass the enemy.

[0011] Unfortunately, such a solution results in a “hack and slash”combat scenario where the game player can disregard the video gamecharacter's orientation relative to an enemy. The player simply movesthe character through a battle scene and wildly presses the controllerbutton, hoping that the wide range of the resultant attacks will includea great number of enemies. While such hack and slash games can be fin,they are also simplistic and can result in the video game player quicklylosing interest in the game. As game systems become more sophisticated,game players are demanding a richer and more realistic video gameexperience that both challenges the player and more closely simulates areal world scenario. Game players are also demanding an environment thatprovides greater opportunity to demonstrate game playing skills, such asshowboating or using flourish or signature moves.

[0012] In a real world combat situation, an experienced fightersurrounded by multiple enemies could quickly target a specific enemy forattack and then successfully initiate an attack on the enemy.Additionally, in a real world situation, an experienced fighter couldinitiate attacks even if the fighter were not facing the enemy.Consequently, it would enrich the video game experience to allow playersto easily and quickly target and attack specific enemies in a combatscenario.

SUMMARY OF THE INVENTION

[0013] The system and methods disclosed herein provide a video gameenvironment wherein a video game player can easily designate multipleobjects in the video game environment so as to target and attack one ormore enemies or engage one or more opponents in video game competition.The system allows a player to quickly designate a candidate object on adisplay screen as a target for attack and assign or associate thecandidate object with an interface, such as a control button, on a videogame controller. A display indicator shows the objects that arecandidates for assignment or association. When the game player actuatesthe control button, a player character initiates an action, such as anattack, on the designated object that is associated with the button. Thecharacter initiates the attack on the enemy regardless of whether thecharacter is facing toward the enemy or away from the enemy. If multipleenemies are present and multiple controller buttons are available, theplayer can choose which enemy will be targeted and associated with acontroller button. This allows the player flexibility in choosing whichenemies to attack. The player can also associate additional enemies witheach of the buttons on a controller. The player can then initiatesuccessive attacks on the additional enemies by actuating the buttonsassociated with the enemies.

[0014] In one aspect of the invention, candidate objects may bedesignated with respect to an initial object in a virtual environment ofan information processing system. The method may comprise: displayingone or more candidate objects on a display screen; displaying acandidate range indicator on the display screen in response to actuationof a candidate input interface on an input device, the candidate rangeindicator comprising a visual indication of a candidate range for theinitial object; displaying a visual indication in association with afirst candidate object in response to the first candidate objectintersecting at least a portion of the candidate range indicator on thedisplay screen, the visual indication being associated with a firstdesignation input interface on the input device; and causing apredetermined action from the initial object with respect to the firstcandidate object in response to actuation of the first designation inputinterface. Other features and advantages of the present invention shouldbe apparent from the following description of the preferred embodiment,which illustrates, by way of example, the principles of the invention.

BRIEF DESCRIPTION OF THE DRAWINGS

[0015]FIG. 1 is an illustration of a video game system constructed inaccordance with the present invention.

[0016]FIG. 2 is an illustration of a video game controller of the videogame system illustrated in FIG. 1.

[0017]FIG. 3 is a block diagram of a hardware configuration of the videogame system.

[0018]FIG. 4 is an illustration of a display screen produced by thevideo game system, showing a player character and several enemycharacters.

[0019]FIG. 5 is an illustration of several exemplary target rangeindicators that are displayed in association with a player character.

[0020]FIG. 6 is a flow diagram that illustrates the processing stepsexecuted by the video game system to allow a game player to target oneor more enemies for attack.

[0021]FIG. 7 is an illustration of a display screen produced by thevideo game system, showing a player character targeting an enemycharacter for attack and the corresponding controller actuation thatwould generate such targeting.

[0022]FIG. 8 is an illustration of a display screen produced by thevideo game system, showing a player character targeting a pair of enemycharacters for attack.

[0023]FIG. 9 is a flow diagram that illustrates additional processingsteps executed by the video game system to allow a game player to targetone or more enemies for attack.

[0024]FIG. 10 is an illustration of a display screen produced by thevideo game system, showing a player character targeting a subsequentenemy for attack.

[0025]FIG. 11 is a flow diagram that illustrates the processing stepsexecuted by the video game system to allow a game player to attack atargeted enemy.

[0026]FIG. 12 is an illustration of a display screen produced by thevideo game system, showing a player character and a targeted enemycharacter in attack range.

[0027]FIG. 13 is an illustration of a block diagram showing an exemplarysoftware structure for implementing a targeting and attack scheme for avideo game.

DETAILED DESCRIPTION

[0028]FIG. 1 is a schematic illustration of an information processing orvideo game system 100. The video game system 100 includes a video gamemain unit 110 and one or more controllers 120 that are communicativelycoupled to the main unit 110 via respective controller interfaces 125 onthe main unit 110. The controllers 120 each comprise an input device forreceiving user instructions.

[0029] The video game system 100 interfaces with an audio-visual (AV)output device 135 that is communicatively coupled to the main unit 110.The AV output device 135 includes a display screen 140 for displayingimage data in accordance with signals received from the main unit 110.The AV output device 135 also includes one or more sound speakers 145for outputting audio data in accordance with signals received from themain unit 110.

[0030] The main unit includes a program reader 150 that is configured toreceive a game program storage medium, such as such as a magnetic floppydisk, an optical CD-ROM disc, a CD-R disc, a CD-RW disc, a DVD disk, orthe like. The game program storage medium is a recording medium forsupplying an application program such as a video game to the main unit110. The main unit 110 is configured to process information and executethe program instructions located on the game program storage medium. Themain unit 110 outputs image and sound data to the AV output device 135in accordance with the program instructions. The main unit 110 receivesuser input from the controllers 120, as described in more detail below.

[0031]FIG. 2 is a detailed view of one of the controllers 120. Thecontroller 120 includes one or more user input interfaces, such asbuttons and/or joysticks, that allow a user to input various gamecommands. The controller 120 transmits signals regarding the state ofthe input interfaces to the main unit 110. For example, the controller120 transmits a signal to the main unit 110 in response to actuation ofthe user input interfaces, such as pressing a button or moving ajoystick on the controller 120.

[0032] The controller 120 preferably includes a start button 210 thatallows a user to transmit a start command for a game program to the mainunit 110. A selection button 215 on the controller 120 allows the userto select various game modes using a menu displayed on the AV outputdevice 135. A mode selection button 220 can be used by the user to varycontroller modes between digital and analog. An LED lamp 225 indicates acontroller mode (analog or digital). The controller 120 also includes aleft button 230 and a right button 235 that can be associated withinputs with respect to a game application.

[0033] The controller 120 includes a first game operational input 240and a second game operational input 245. The second game operationalinput 245 preferably includes a plurality of controller buttons,including a first controller button 250, a second controller button 255,a third controller button 260, and a fourth controller button 265.Preferably, each controller button 250, 255, 260, 265 is associated withan identifier that may be used to identify and distinguish thecontroller buttons 250, 255, 260, 265. The identifier could comprise asymbol that is labeled on or near the associated controller button. Forexample, the first controller button 250 is associated with a trianglesymbol, the second controller button 255 is associated with a circlesymbol, the third controller button 260 is associated with an X symbol,and the fourth controller button 265 is associated with a square symbol.Preferably each symbol to be associated with a controller button islabeled on or near the corresponding controller button.

[0034] The controller 120 also includes first and second directionalinput interfaces, such as a first joystick 270 and a second joystick275. The first and second joysticks 270, 275 preferably comprise sticksthat may be positioned in a neutral position or moved into a non-neutralposition by moving the stick in a particular direction. Movement of thejoysticks 270, 275 into a non-neutral position in a given directionpreferably results in the controller 120 outputting a correspondingdirectional command to the main unit 110 in a digital format, causing acorresponding movement in the video game environment. It will beappreciated that the configuration of the controller 120 could bemodified to include more or less user input interfaces and also to varythe locations of the input interfaces.

[0035]FIG. 3 is a block diagram of an exemplary hardware configurationof the entertainment system shown in FIG. 1. The video game system 100includes a central processing unit (CPU) 300 that is associated with amain memory 305. The CPU 300 operates under control of programming stepsthat are stored in the OS-ROM 360 or transferred from a game programstorage medium to the main memory 305. The CPU 300 is configured toprocess information and execute instructions in accordance with theprogramming steps.

[0036] The CPU 300 is communicatively coupled to an input/outputprocessor (IOP) 320 via a dedicated bus 325. The IOP 320 couples the CPU300 to an OS ROM 360 comprised of a non-volatile memory that storesprogram instructions, such as an operating system. The instructions arepreferably transferred to the CPU via the IOP 320 at start-up of themain unit 110.

[0037] The CPU 300 is communicatively coupled to a graphics processingunit (GPU) 310 via a dedicated bus 315. The CPU 310 is a drawingprocessor th at is configured to perform drawing processes and formulateimages in accordance with instructions received from the CPU 300. Forexample, the CPU 310 may render a graphics image based on display liststhat are generated by and received from the CPU 300. The CPU may includea buffer for storing graphics data. The GPU 310 outputs images to the AVoutput device 135.

[0038] The IOP 320 controls the exchange of data among the CPU 300 and aplurality of peripheral components in accordance with instructions thatare stored in an IOP memory 330. The peripheral components may includeone or more controllers 120, a memory card 340, a USB 345, and an IEEE1394 serial bus 350. Additionally, a bus 355 is communicatively coupledto the IOP 320. The bus 355 is linked to several additional components,including the OS ROM 360, a sound processor unit (SPU) 365, an opticaldisc control unit 375, and a hard disk drive (HDD) 380.

[0039] The SPU 365 is configured to generate sounds, such as music,sound effects, and voices, in accordance with commands received from theCPU 300 and the IOP 320. The SPU 365 may include a sound buffer in whichwaveform data is stored. The SPU 365 generates sound signals andtransmits the signals to the speakers 145 (FIG. 1).

[0040] The disc control unit 375 is configured to control the programreader 150 (FIG. 1), which can comprise, for example, an optical diskdrive that accepts removable storage media such as a magnetic floppydisk, an optical CD-ROM disc, a CD-R disc, a CD-RW disc, a DVD disk, orthe like.

[0041] The memory card 340 may comprise a storage medium to which theCPU 300 may write and store data. Preferably, the memory card 340 can beinserted and removed from the IOP 320. A user can store or save gamedata using the memory card 340. In addition, the video game system 100is preferably provided with at least one hard disk drive (HDD) 380 towhich game data may be written and stored.

[0042] A data I/O interface, such as an IEEE 1394 serial bus 350 or auniversal serial bus (USB) 345 interface, is preferably communicativelycoupled to the IOP 320 in order to allow data to be transferred into andout of the video game system 100.

[0043] The video game system 100 is configured to implement a game thatis realized when the CPU 300 executes program instructions that are readfrom a program storage medium loaded in the main unit 110. FIG. 4 showsa video frame 405 of an image displayed on the display screen 140 of theAV output device 135 in the course of a combat scenario of the game. Theimage includes a portion of a game environment or virtual environment410 that includes an initial object, such as a player character 415, andone or more candidate objects, such as opponents or enemy characters420. The enemy characters can comprises other more abstract inanimateobjects in the virtual environment 410. The player character 415comprises a character object that is controlled by a game player. Theenemy characters 420 comprise objects that are controlled by the CPU 300or by another game player and are candidates for designation and actionrelating to the initial object, as described below. The enemy characters420 are antagonistic to the player character.

[0044] For ease of illustration, the player character 415 is representedby a circle symbol and the enemy characters 420 are each represented bya cross symbol. However, in an actual game image the player character415 and enemy characters 420 are preferably represented by images thatresemble human, animal and/or monster anatomies.

[0045] In accordance with one aspect of the invention, the game playercan designate candidate objects, such as by targeting enemy characters420 for attack. The game player can then cause a predetermined actionfrom the initial object with respect to the candidate object, such ascausing the player character 415 to initiate an attack on the targetedenemy characters. When a player character initiates an attack on anenemy character, the player character attempts to inflict damage or harmon the enemy character. A targeted enemy character 420 is an enemycharacter 420 that may be attacked by the player character 415 when acontroller button associated with the targeted enemy character ispressed. When one character successfully attacks another character, thecharacter that was attacked incurs damage. Other video game scenariosmay involve the player character engaging the designated candidateobjects.

[0046] The targeting and attacking process generally proceeds asfollows. First, one or more candidate objects comprised of enemycharacters 420 may satisfy certain criteria for targeting such as beingwithin a designation range, or target range, of the player character415. This is further described below. The CPU 300 then classifies theappropriate enemy character(s) as a target and associates a controllerinput interface, such as a controller button on the controller 120, withthe targeted enemy character(s). The game player can then actuate theinput interface that is associated with the targeted enemy character,such as by pressing the controller button on the controller. In responseto actuation of the input interface, the CPU 300 causes the playercharacter to initiate an attack on the targeted enemy character. Theplayer may be confident of a successful attack with a single actuationof the controller button if the targeted enemy is within an attack rangeof the player character. Advantageously, multiple enemies may betargeted at the same time. The game player can cause the enemy characterto attack any targeted enemy character by actuating the controllerbutton associated with the targeted enemy character.

[0047] Preferably, the CPU 300 manages the player character 415 as aplayer object comprised of a data structure that contains a profile ofthe player character. The player object data structure preferablyincludes as data a character identifier, a mode identifier, weapon data,attribute data, location data, and movement speed data. The characteridentifier comprises a code for identifying the player character object.Preferably, the CPU 300 maintains a similar data structure for eachenemy character 420.

[0048] The mode identifier identifies the current mode of the playercharacter 415. As described more fully below, the player character 415can enter into a combat mode wherein the player character 415 can targetand attack one or more enemy characters 420.

[0049] The active weapon data includes data regarding weapons that areavailable to the player character. The weapon data preferably includes alist of weapons that are in inventory as well as an identifier of aweapon for which the player character 415 is currently equipped.Preferably, the game player may equip the player character with a weaponusing the controller 120.

[0050] The attribute data preferably relates to attributes of the playercharacter, such as the player character's strength, vitality, dexterity,etc. Preferably, the attribute data also includes the current state ofthe character with respect to damage and fatigue.

[0051] The location data preferably comprises data regarding thelocation of the player character in the virtual environment 410. Thelocation data may comprise coordinate data that indicates the locationof the player character.

[0052] The movement speed data is indicative of a speed at which theplayer character moves in response to the video game player commands.The video game player can preferably move the player character 415around the virtual environment 410 by actuating an input interface onthe controller 120, such as by moving the first joystick 270 on thecontroller 120 (FIG. 2). The player character 415 preferably moves in adirection that corresponds to the direction that the player moves thefirst joystick 270. For example, the player character 415 preferablymoves in an upward direction in the virtual environment when the gameplayer moves the first joystick 270 in an upward direction. In anotherembodiment, the player character 415 moves in a frontward direction whenthe joystick 270 is moved upward. In another embodiment, the playercharacter 415 moves in a direction that a first-person virtual camera isfacing when the joystick 270 is moved upward.

[0053] With reference to FIG. 4, the player character 415 preferably hasa front face that points in a particular direction, as exhibited by thefront face indicator 430. In the illustrated embodiment, the front faceindicator 430 comprises an arrow that shows which direction the playercharacter is facing. However, the front face could also be indicated bythe anatomy of the player character. For example, if the playercharacter were in the shape of a human, then the front face could beindicated by a drawing rendition of a human having a face that points ina particular direction. When the game player moves the player character415, the front face is reoriented to face in the direction that theplayer character is being moved.

[0054] As mentioned, the game player can preferably use the controller120 to cause the player character 415 to enter into a combat mode. Incombat mode, the game player can cause the player character 415 toinitiate attacks on the enemy characters 410 and to defend againstattacks initiated by the enemy characters 420. The game playerpreferably initiates combat mode by actuating an input interface on thecontroller 120, such as by moving the second joystick 275 (FIG. 2) in adesired direction.

[0055] When the second joystick 275 is moved away from a neutralposition, a designation range indicator in the form of a target rangeindicator 440 is preferably displayed on the display screen 140. Thetarget range indicator 440 comprises a visual indication of a targetrange for the player character 415. Preferably, the game player cantarget enemy characters 420 that enter or intersect the target rangeindicator 440 on the display screen. As mentioned, once an enemycharacter is targeted, the game player can cause the player character415 to initiate an attack on the targeted enemy character by pressing acontroller button that is associated with the enemy character.Preferably, the player character can successfully attack a targetedenemy character when the targeted enemy character is within the attackrange of the player character's weapon.

[0056] In one embodiment, the target range indicator 440 comprises abounded area that extends a distance radially outward from a base 442.The bounded area encompasses a predetermined region of the gameenvironment shown on the display screen. The location of the base 442preferably coincides with the location of the player character 415.Thus, as the player character 415 moves in the game environment, thebase 442 follows the movement of the player character 415, with thetarget area 440 always extending radially outward from the base 442. Thetarget range indicator 440 could have various shapes that encompass agiven area of the display screen. The target range indicator could alsocomprise a single line that extends outwardly from the base 442.

[0057] Preferably, a portion of the target range indicator 440 includesan attack range indicator 450 comprised of a visual indication of therange that a single player attack move will cover.

[0058] When first activated, the target range indicator 440 preferablyextends radially outward from the player character 415 in the directionthat the joystick 275 has been moved. For example, in FIG. 4 the targetrange indicator 440 extends to the left and downward from the playercharacter 415, which indicates that the game player moved the joystick275 to the left and downward. The game player can change the orientationof the target range indicator 440 in two ways. First, the game playercould return the joystick 275 to the neutral position, which preferablycauses the target range indicator 440 to be removed from display. Thegame player could then move the joystick 275 in a different directionthereby causing the target range indicator 440 to be displayed along thenew direction that the joystick 275 was moved.

[0059] Alternately, the game player could re-orient the target rangeindicator by maintaining the joystick 275 in a nonneutral position andthen sweeping the joystick 275 in a circle or a portion thereof. Thetarget range indicator 440 preferably then moves in conjunction withmovement of the joystick 275. For example, if the game player sweeps thejoystick 275 in a circular motion, the target range indicator 440 willsweep around the player character 415 in a circular motion. This type ofmovement of the target range indicator 440 is referred to herein as“sweeping” of the target range indicator 440. The direction of thetarget range indicator 440 and the front face direction of the playercharacter do not necessarily coincide with one another.

[0060] In one embodiment, the size and shape of the target rangeindicator 440 is a function of the player character's attackcapabilities. The player character's attack capabilities could varydepending on the weapon (if any) with which the player character 415 isequipped and the personal profile of the player character, such as thestrength of the player character. In one embodiment, the current stateof the player character, such as fatigue state or damage state, couldalso affect the size and shape of the target range indicator 440.

[0061] In one embodiment, the size of the target range indicator 440depends solely on the attack capabilities of the weapon with which theplayer character is equipped. The attack capabilities of a weaponinclude the physical range of the weapon and the number of enemies thatcan be simultaneously attacked with the weapon. Each weapon preferablycan damage a maximum number of enemies for a single swing or attack moveof the weapon. Certain weapons may provide the player character theability to attack several enemies with one swing or attack of theweapon. Preferably, the size and area covered by the target rangeindicator 440 increases as the attack capabilities of the weaponincrease.

[0062]FIG. 5 shows three examples of differently sized target rangeindicators 440. The target range indicator 440 a is for a sword weapon,the target range indicator 440 b is for a taiaha weapon (which canattack more enemies at one time than a sword), and the target rangeindicator 440 c is for an axe (which can attack even more enemies than ataiaha). The size of the target range indicator 440 varies as a functionof the weapon. It will be appreciated that weapons named herein areexemplary and that the particular type of weapon could vary.

[0063] As shown in FIG. 5, the attack range indicator 450 for eachtarget range indicator 440 is sized to encompass up to a maximum numberof enemy characters 420. The number of enemy characters that fit withinan attack range indicator indicates the attack capabilities of thecorresponding weapon. For example, only one enemy character fits withinthe attack range indicator 450 a for the sword. This indicates that thesword can only target one enemy character at a time. On the other hand,the attack range indicator 450 c for the axe holds up to 6 enemycharacters. This indicates that an axe can target a maximum of 9 enemycharacters at one time (3 enemy characters per controller button). Theattack range indicator 450 b for the taiaha holds up to 6 enemycharacters, indicating that the taiaha can target up to 6 enemycharacters at once (2 enemy characters per attack button).

[0064]FIG. 6 is a flow diagram that illustrates the computer operationsby which the game player may target one or more enemies for attack bythe player character 415. In the first operation, represented by theflow diagram box numbered 605, the game player actuates the joystick 275on the controller 120, such as by moving the joystick 275 in aparticular direction. The CPU 300 detects that the joystick 275 has beenactuated.

[0065] In the next operation, represented by the flow diagram boxnumbered 610, the CPU 300 causes the target range indicator 440 to bedisplayed in response to movement of the joystick 275. As mentioned, thetarget range indicator 440 extends radially outward from the playercharacter 415 in a direction that corresponds to the direction in whichthe joystick 275 was moved. With reference to FIG. 7, the joystick 275on the controller 120 has been moved upward and to the left, asexhibited by the arrow protruding from the joystick 275. Likewise, thetarget range indicator 440 also extends radially upward and to the leftwith respect to the player character 415.

[0066] A joystick is preferably used to activate the target rangeindicator 440 because a joystick allows the player to both activate thetarget range indicator 440 and specify a direction for the target rangeindicator 440 using a single input interface. However, it is envisionedthat the game player could also activate the target range indicator 440in other manners, such as by pressing a button on the controller 120 orby actuating a combination of input interfaces.

[0067] In the next operation, represented by the flow diagram boxnumbered 615, at least one enemy character 420 a intersects at least aportion of the area covered by the target range indicator 440. The CPU300 could detect such intersection, for example, by monitoring thelocation coordinates of the enemy characters 420. The CPU 300 couldperiodically compare the location coordinates of each enemy character420 with respect to the area of the target range indicator 440. The CPU300 could then determine whether there is any overlap between an enemylocation and the area encompassed by the target range indicator 440.

[0068] An enemy character 420 could come to intersect the target area440 in several ways. In a first way, the game player could activate thetarget range indicator 440 so that it initially intersects an enemycharacter 420 by simply moving the joystick 275 in the direction of theenemy character 420. The target range indicator 440 would thus initiallybe displayed in intersection with an enemy character 420, such as isshown in FIG. 7.

[0069] In another way, the game player could activate the target rangeindicator 440 so that it initially does not intersect with an enemycharacter 420, such as is shown in FIG. 4. The game player could thensweep the target range indicator 440 using the joystick 275 to changethe orientation of the target range indicator 440. In this manner, thegame player may cause the target range indicator 440 to intersect anenemy character 420 that is located along the sweep path of the targetrange indicator 440.

[0070] An enemy character 420 could also come to intersect the targetrange indicator 440 through movement of the location of the playercharacter 415, movement of the location of an enemy character 420, or acombination thereof. For example, the game player could fix the positionof the target range indicator 440 by holding the joystick 275 in a fixedposition. The game player could then rely on the movement of an enemycharacter to bring the enemy character within the region of the targetrange indicator 440. Advantageously, the various ways of intersectingthe enemy characters with the target range indicator 440 adds astrategic facet to the game, as the game player could manually choose aspecific enemy target or could rely on enemy movement to designatetargets.

[0071] The CPU 300 preferably maintains in memory one or more targetslots that are used to keep track of targeted enemies. A target slotcould comprise a memory location that can store the identifier codes ofone or more enemies. When one or more enemy character 420 intersects thetarget range indicator 440, the CPU 300 considers whether to assign theenemy characters 420 to a target slot. In one embodiment, the totalnumber of target slots is less than or equal to the number of controllerbuttons on the controller 120. In the illustrated example, there are 4controller buttons 250, 255, 260, 265, so there can be a maximum of 4target slots available at one time. It will be appreciated that lessthan the total quantity of controller buttons 250, 255, 260, 265 couldbe used for attack and that any combination of the controller buttons250, 255, 260, 265 could be used for attack.

[0072] With reference again to FIG. 6 the next operation is representedby the flow diagram decision box numbered 620. After an enemy character420 has intersected the target range indicator 440, the CPU 300determines whether any enemy characters 420 have already been targeted.That is, the CPU 300 determines whether any target slots have yet beenassigned to an enemy character 420. If the CPU 300 determines that atleast one target slot is already filled, then the CPU 300 proceeds tothe operation described in the flow diagram of FIG. 9, as represented bythe flow diagram box numbered 625. The flow diagram of FIG. 9 isdescribed in more detail below.

[0073] However, if no enemy characters 420 have yet been targeted, thenin the next operation, the CPU 300 targets the enemy character 420 a byassigning the enemy character 420 a to a first target slot. This isrepresented by the flow diagram box 627. This could be accomplished, forexample, by the CPU 300 writing the identifier code for the enemycharacter 420 a to a predetermined memory location that is associatedwith the first target slot.

[0074] It is possible that plural enemy characters 420 maysimultaneously intersect the target range indicator 440. If multipleenemies simultaneously intersect the target range indicator 440, thenthe CPU 300 can assign multiple enemy characters 420 to the same targetslot as a group. The maximum number of enemy characters 420 that can beassigned to a single target slot is preferably limited by the attackcapability of the player character's weapon. For example, if the playercharacter 420 is using a sword, then only one enemy character 420 can beassigned to a target slot even if more than one enemy character 420 isintersecting the target range indicator 440. This is because the swordcan only attack one enemy character 420 at one time. However, if theplayer character 415 is using the taiaha, then more than one enemycharacter 420 can be assigned to a target slot as long as the enemycharacters 420 are simultaneously intersecting the target rangeindicator 440.

[0075] An example of this situation is shown in FIG. 8, where a pair ofenemy characters 420 a and 420 b are located at least partially withinthe area encompassed by the target range indicator 440. If the playercharacter is using the taiaha, then both enemy characters 420 a and 420b will be assigned to the same target slot as the taiaha can assign upto two enemy characters at once to a controller button. However, if theplayer were using the sword, then only one enemy character 420 would beassigned to the target slot. Preferably, the CPU 300 first assignstarget slots to the enemy characters 420 that are nearest the playercharacter 415. The game player could sweep the target range indicator440 to include multiple enemy characters 420.

[0076] In the next operation, represented by the flow diagram boxnumbered 630, the CPU 300 associates the enemy(s) in the first targetslot with one of the controller buttons 250, 255, 260, or 265. This maybe accomplished, for example, by the CPU 300 writing the enemy characteridentifier codes to a memory location that is associated with aparticular controller button. As described below with respect to FIG.11, the game player can then cause the player character 415 to attack anenemy character by pressing the controller button that is associatedwith the enemy character.

[0077] Preferably, the target slots are associated to the controllerbuttons 250, 255, 260, 265 according to a predetermined hierarchy. Thatis, the target slots are always associated to the controller buttons250, 255, 260, 265 in a predetermined order. For the controller 120shown in FIG. 2, the first controller button 250 is the first in theorder, the second controller button 255 is the second in the order, thethird controller button is the third in the order, and the fourthcontroller button 265 is the last in the order. It will be appreciatedthat the order of priority may be varied and that the number ofcontroller buttons that are used for attacking could also be varied.

[0078] In the next operation, represented by the flow diagram boxnumbered 635, the CPU 300 causes a visual controller button indicationto be displayed in association with the targeted enemy character 420 a.The visual controller button indication provides the game player with anindication of which controller button has been associated with thetargeted enemy character. The visual indication could be anything thatindicates to the player that an enemy character is targeted and thatalso indicates the associated controller button to the player. Forexample, the visual indication could comprise the targeted enemycharacter changing color or glowing in a color that corresponds to thecolor of a controller button.

[0079] In one embodiment, the visual indication comprises an attack icon710 comprised of a symbol that is associated with or identifies acontroller button 250, 255, 260, or 265. Preferably, the game player canlook at the attack icon 710 and easily identify which controller button250, 255, 260, or 265 is associated with the attack icon 710.Preferably, the attack icon 710 is visually similar or identical to theidentifier that is labeled on the controller button that was associatedwith the recently targeted enemy character 420 a. In the example shownin FIG. 7, the first controller button 250 shown in FIG. 2 is associatedwith the targeted enemy character 420 a. The first controller button 250has a triangle for an identifier symbol. Thus, the attack icon 710 alsocomprises a triangle. If a group of enemy characters 420 are in the sametarget slot, then the attack icon 710 is displayed over each targetedenemy character in the group. Thus, in FIG. 8, the triangle attack icon710 appears over enemy characters 420 a and 420 b. It will beappreciated that the attack icon could comprise any symbol that willhelp the user to identify which controller button has been associatedwith a targeted enemy character.

[0080] With reference again to FIG. 6, in the next operation,represented by the flow diagram box numbered 640, the CPU 300 reorientsthe player character 415 to face toward the recently-targeted enemycharacter 420 a. An example of this is shown in FIG. 7, where the frontface indicator 430 points toward the recently targeted enemy character420 a. This indicates that the player character 415 is now facing theenemy character 420 a. If a group of enemy characters 420 has beentargeted, then the player character 415 preferably faces the nearestenemy character 420 in the group. Alternately, the player character 415could face toward a predetermined location with respect to the group,such as the center point of the group. The operation then ends.

[0081] As discussed above, the flow diagram shown in FIG. 9 describesthe computer operations that are performed in the situation where atleast one target slot is already filled and the user attempts to targetan additional enemy. In the first operation, represented by the flowdiagram box numbered 900, the CPU 300 determines whether any targetslots are available. A target slot is available if it is not alreadyfilled with an identifier code for an enemy character. If there are notany target slots available, this indicates that all target slots havealready been filled with enemies.

[0082] If this is the case, the CPU 300 then proceeds to the nextoperation, represented by the flow diagram box numbered 905. In thisoperation, the enemy 920 a is not assigned to a target slot. Rather, thegame player must wait until a target slot is free before another enemycan be targeted. Preferably, there are several ways that an assignedtarget slot can be freed for reassignment. One way is for the enemycharacter to be killed, such as a result of an attack by the playercharacter 415. A target slot may also be freed if the enemy charactermoves a predetermined distance away from the player character. If agroup of enemy characters are assigned to one target slot, then the CPU300 must removed all the enemy characters in the group from the targetslot before the target slot is classified as free. Thus, all of theenemy characters would have to be killed or moved away from the playercharacter the predetermined distance. When all enemy characters 420 havebeen removed from a target slot, then the target slot and the associatedcontroller button are free for reassignment.

[0083] If the CPU 300 determines that there are indeed target slotsavailable, then the CPU 300 proceeds to the next operation, representedby the flow diagram box numbered 910. In this operation, the CPU 300targets the enemy character by assigning the enemy character to the nextavailable target slot. This is described with reference to FIG. 10. FIG.10 shows that a second enemy character 420 b has intersected the targetrange indicator 440. Furthermore, at least one other enemy character,enemy character 420 a, has already been targeted, as indicated by theattack icon 710 a over the enemy character 420 a. In this example, theCPU 300 would assign the enemy character 420 b to the next availabletarget slot.

[0084] With reference again to FIG. 9, in the next operation,represented by the flow diagram box numbered 915, the CPU 300 associatesthe targeted enemy(s) in the recently-filled target slot with one of thecontroller buttons 250, 255, 260, or 265 according to the aforementionedpriority order. In the example shown in FIG. 10, only the firstcontroller button 250 has been associated with an enemy and controllerbuttons 255, 260, and 265 are free. The second controller button 255 isthus the next available controller button in the priority order. Thus,the CPU 300 associates the targeted enemy character 420 b with thesecond controller button 255. If the second controller button 255 hadalready been associated with an enemy character 420, then the CPU 300would have associated the enemy character 420 b with the next availablecontroller button in the priority order.

[0085] In the next operation, represented by the flow diagram boxnumbered 920, the CPU 300 causes an attack icon 710 b associated withthe second controller button 255 to be displayed over the targeted enemycharacter 420 b. In the case shown in FIG. 10, the second controllerbutton 255 was associated with the targeted enemy character 420 b. Thesecond controller button 255 has a circle for an identifier symbol.Thus, the attack icon 710 b is in the shape of a circle. The operationthen ends.

[0086]FIG. 11 shows a flow diagram that illustrates the computeroperations by which the game player may cause the player character toattack a target enemy. The process is further described with respect toFIG. 12, where there is illustrated a player character 415 and severalenemy characters 420, including two targeted enemy characters 420 a and420 b that are associated with the first controller button 250 and thefourth controller button 265, respectively.

[0087] In the first operation, represented by the flow diagram boxnumbered 1105, the CPU 300 detects that the game player actuates aninput interface that is associated with a targeted enemy 420. Forexample, with respect to FIG. 12, the game player could press either thefirst controller button 250, which is associated with the targeted enemycharacter 420 a, or the fourth controller button 265, which isassociated with the targeted enemy character 420 b.

[0088] In the next operation, represented by flow decision box numbered1110, the CPU 300 determines whether the targeted enemy is in range forattack. As mentioned, the player character 420 uses weapons that eachhave a particular attack capability, including an attack range. If thetargeted enemy character is not within the player character's attackrange, the CPU 300 causes the player character to face the targetedenemy character without initiating an attack. This operation isrepresented by the flow diagram box numbered 1115. In the example shownin FIG. 12, this would correspond to the game player pressing the firstcontroller button 250, which is associated with the targeted enemycharacter 420 a. The front face indicator 430 points toward the enemycharacter 420 a, indicating that the player character 415 is facing theenemy character 420 a. The enemy character 420 a is presumed to be outof the player character's attack range.

[0089] However, if a targeted enemy character is within range, thenpressing of the controller button associated with the targeted enemycharacter causes the player character to attack the targeted enemycharacter. This is represented by the flow diagram box numbered 1120 inFIG. 11. With reference to FIG. 12, this would correspond to the gameplayer pressing the fourth controller button 265, which is associatedwith the targeted enemy character 420 b. If the game player presses thefourth controller button, then the player character 415 will initiate anattack on the enemy character 420 b. The enemy character 420 b isassumed to be within the player character's attack range.

[0090] Advantageously, the player character does not need to be facingan enemy character in order to attack an enemy character. Preferably,the player character can initiate attacks on enemy characters even whennot facing the enemy character. For example, the player character couldinitiate a behind-the-back sword swing on an enemy character locatedbehind the player character, or a sideways swing on an enemy characterto the side. In such a case, the CPU 300 would initiate an animationwherein the player character attacks the enemy character while notfacing the enemy character. This advantageously increases the number ofavailable attack moves, which increases enjoyability of the game. Italso makes it easier for a game player to attack specific enemycharacters. The game player can cause the player character to attack anytargeted enemy character by simply pressing the controller buttonassociated with the target, regardless of whether the player characteris actually facing the enemy character. Preferably, after the firstattack is initiated on an enemy character, the CPU 300 causes the playercharacter to turn and face the enemy character, as represented by theflow diagram box numbered 1115.

[0091] The game player can preferably cause the player character toinitiate special attacks by pressing a combination of buttons on thecontroller. In one embodiment, the game player uses the unassignedcontroller buttons, if any, to initiate special attacks. For example, inFIG. 12, the second and third controller buttons 255, 260 are notassociated with any targets. If the game player presses one of theunassigned buttons immediately after pressing an assigned controllerbutton, then the CPU 300 causes the player character to initiate aspecial attack on the targeted enemy character. A special attack couldcomprise a combination of attack moves or one or more unique attackmoves. For example, a particular player character could have a specialsignature move that is unique to the player character, such as a uniqueswing or flourish move.

[0092] If the game player presses a controller button that is associatedwith a group of player characters, then the player character preferablyattempts to attack as many of the enemy characters in the group aspossible. For example, if the player character is using an taiaha, thenthe player character attempts to attack the maximum number of enemycharacters that can be attacked with an taiaha. The game player canmaneuver the player character into a location that will maximize theattack range.

[0093] In addition to providing an indication of the associatedcontroller button, the attack icon 710 (FIG. 7) preferably providesstatus indications to the game player. The CPU 300 preferably causes theattack icon for an enemy to change visual state in response to thestatus of an enemy character. Preferably, an enemy character's attackicon 710 is in a first visual state, such as in a brightened state, whenthe enemy character is in range to be attacked by the player character.The attack icon 710 changes to a second visual state, such as asemitransparent state, if the associated enemy target is out of range ofattack for the player character. The attack icon could also change to athird visual state, such as a flashing state, when the associated enemytarget is close enough to be hit but will be missed if attacked. In oneembodiment, the attack icon changes to the flashing state to indicatethat the enemy is about to be de-targeted, such as when the enemycharacter is about to die or if the enemy character is about to move outof attack range.

[0094]FIG. 13 is a block diagram that shows an exemplary softwarestructure for implementing the game program described herein. A virtualenvironment data base 1305 stores data that describes the virtualenvironment. The virtual environment could be a finite, two-dimensionalspace that is managed as an X-Y coordinate system. Thus, any position inthe virtual environment can be specified in the form of coordinates(x,y). The virtual environment could be divided into one or more blocks,wherein each block has a set of attributes that describe a portion ofthe virtual environment. The attributes could determine geographicalinformation of the virtual environment and could comprise code forexpressing a road, a river, a hill, a forest, etc. The blocks could alsoinclude image data for creating an image associated with the block.

[0095] The software structure also includes an image forming module 1310that communicates with the virtual environment database 1305. The imageforming module 1310 provides position and color information for the GPU.

[0096] An operation receiving module 1315 communicates with thecontroller 120. The operation receiving module 1315 accepts signals fromthe controller 120 regarding the states of the input interfaces on thecontroller 120. The operation receiving module 1315 determines an actionof the player character in accordance with the game player actuating thecontroller 120. The operation receiving module 1315 determines movementdirection of the player character through the virtual environment andalso determines when the player character should initiate attacks. Themovement directions of the joysticks 270 are preferably made tocorrespond to corresponding movements of the player character. Theoperation receiving module 1315 preferably also determines when thetarget range indicator 440 should be displayed in response to actuationof an input interface on the controller 120.

[0097] A player position calculation module 1320 performs a process forcalculating the position and movement of the player character in thevirtual environment. In response to signals from the operation receivingmodule 1315, the player position calculation module 1325 periodicallycalculates the position of the player character with respect to aprevious position in the virtual environment. The player positioncalculation module 1315 then determines a movement direction for theplayer character.

[0098] A display control module 1330 accepts image information, such asposition and color information, from the image forming module 1310 andthe player position calculation module 1320 and then forwards renderinginstructions to the GPU for processing.

[0099] The software structure also includes an enemy control module 1335that maintains the position of each enemy character. The enemy controlmodule 1335 also controls movement of the enemy characters through thevirtual environment.

[0100] The present invention has been described above in terms of apresently preferred embodiment so that an understanding of the presentinvention can be conveyed. There are, however, many configurations forentertainment systems not specifically described herein but with whichthe present invention is applicable. The present invention shouldtherefore not be seen as limited to the particular embodiments describedherein, but rather, it should be understood that the present inventionhas wide applicability with respect to entertainment systems and videogames generally. All modifications, variations, or equivalentarrangements and implementations that are within the scope of theattached claims should therefore be considered within the scope of theinvention.

We claim:
 1. A method of designating candidate objects with respect toan initial object in a virtual environment of an information processingsystem, comprising: displaying one or more candidate objects on adisplay screen; displaying a candidate range indicator on the displayscreen in response to actuation of a candidate input interface on aninput device, the candidate range indicator comprising a visualindication of a candidate range for the initial object; displaying avisual indication in association with a first candidate object inresponse to the first candidate object intersecting at least a portionof the candidate range indicator on the display screen, the visualindication being associated with a first designation input interface onthe input device; and causing a predetermined action from the initialobject with respect to the candidate object in response to actuation ofthe first designation input interface.
 2. The method of claim 1, whereinthe information processing system provides a game environment, theinitial object comprises a player object, each candidate objectcomprises an enemy character in the game environment, the candidaterange indicator comprises a target range indicator, the firstdesignation input interface comprises a first attack input interface andthe candidate input interface comprises a target input interface, andwherein causing a predetermined action from the initial object withrespect to the candidate object comprises causing the player object toattack a first enemy character.
 3. The method of claim 2, additionallycomprising displaying the player object on the display screen andwherein the target range indicator comprises a bounded area that extendsradially outward from the player object, the bounded area encompassing apredetermined region of the display screen.
 4. The method of claim 3,wherein the player object can be equipped with a weapon and wherein thesize of the bounded area is a function of the weapon with which theplayer object is equipped.
 5. The method of claim 3, wherein the targetinput interface on the input device comprises a joystick that can be ina neutral position or a non-neutral position, and wherein actuation ofthe target input interface comprises the joystick being moved out of theneutral position in a first direction.
 6. The method of claim 5, whereindisplaying a target range indicator on the display screen comprisesdisplaying the target range indicator such that the target rangeindicator extends radially outward from the player object in a directionthat corresponds to the first direction in which the joystick was moved.7. The method of claim 5, wherein displaying a visual indication inassociation with the first enemy character comprises displaying a firstattack icon adjacent to a first enemy character in response to the firstenemy character intersecting at least a portion of the target rangeindicator on the display screen, the attack icon being associated with afirst attack input interface on the input device.
 8. The method of claim7, additionally comprising displaying a second attack icon over a secondenemy character in response to the second enemy character intersectingthe target range indicator, the second attack icon being associated withthe second attack input interface on the input device.
 9. The method ofclaim 2, additionally comprising causing the player object to attack thesecond enemy character in response to actuation of the second attackinput interface.
 10. The method of claim 2, wherein the player objectcan face in a direction toward or away from the first enemy character,and additionally comprising causing the player object to attack thefirst enemy character in response to actuation of the first attack inputinterface even when the player object is facing in a direction away fromthe first enemy character.
 11. The method of claim 10, wherein theplayer object is facing away from the first enemy character when thefirst attack input interface is actuated, and additionally comprisingcausing the player object to remain facing in a direction away from thefirst enemy character while the player object is attacking the firstenemy character.
 12. The method of claim 10, additionally comprisingcausing the player object to face in a direction toward the first enemycharacter after the player object attacks the first enemy character. 13.The method of claim 2, additionally comprising displaying the firstattack icon over a second enemy character in response to the secondenemy character intersecting the target range indicator on the screendisplay while the first enemy character is also intersecting the targetrange indicator on the screen display.
 14. The method of claim 13,additionally comprising causing the player object to attack both thefirst and second enemy characters in response to actuation of the firstattack input interface.
 15. A method of causing a player object totarget and attack one or more enemy objects in a virtual environment ofan information processing system, comprising: displaying a target rangeindicator that defines the target range of the player object, the targetrange indicator comprising a bounded area that encompasses a region of adisplay screen; maneuvering a first enemy object so that the first enemyobject is at least partially located within the region of the displayscreen that is encompassed by the bounded area of the target rangeindicator; associating the first enemy object with a first button on aninput device according to a button hierarchy, the button hierarchyprioritizing plural buttons on the input device in a predeterminedpriority order wherein the first button is the first button in thepriority order; maneuvering a second enemy object so that the secondenemy object is at least partially located within the region of thedisplay screen that is encompassed by the bounded area of the targetrange indicator; associating the second enemy object with a secondbutton on the input device according to the button hierarchy, whereinthe second button is the next button in the priority order after thefirst button; causing the player object to attack an enemy object whenthe button associated with the enemy object is pressed.
 16. The methodof claim 15, additionally comprising displaying the player object on thedisplay screen.
 17. The method of claim 14, wherein the target rangeindicator extends radially outward from the player object on the displayscreen.
 18. The method of claim 15, additionally comprising displayingan attack icon over an enemy object when the enemy object is associatedwith a controller button, the attack icon comprising a symbol thatidentifies the associated controller button.
 19. The method of claim 15,wherein the player object faces a particular direction, and additionallycomprising causing the player object to attack an enemy object when thebutton associated with the enemy object is pressed regardless of whetherthe player object is facing the enemy object being attacked.
 20. Themethod of claim 15, additionally comprising equipping the player objectwith a weapon, wherein the size of the region of the display screenencompassed by the bounded area of the target range indicator isdependent on the weapon.
 21. The method of claim 15, wherein the targetrange indicator is displayed in response to moving a joystick on theinput device in a first direction and wherein the target range indicatorextends in a direction that corresponds to the first direction that thejoystick was moved.
 22. A recording medium that stores a programreadable and executable by an information processing system to cause theinformation processing system to designate candidate objects withrespect to an initial object in a virtual environment of the informationprocessing system, the program including instructions for causing theinformation processing system to execute: a first process comprisingdisplaying one or more candidate objects on a display screen; a secondprocess comprising displaying a candidate range indicator on the displayscreen in response to actuation of a candidate input interface on aninput device, the candidate indicator comprising a visual indication ofa candidate range for the initial object; a third process comprisingdisplaying a visual indication in association with a first candidateobject in response to the first candidate object intersecting at least aportion of the candidate range indicator on the display screen, thevisual indication being associated with a first designation inputinterface on the input device; a fourth process comprising causing apredetermined action from the initial object with respect to the firstcandidate object in response to actuation of the first designation inputinterface.
 23. The recording medium of claim 22, wherein the virtualenvironment comprises a game environment, initial object comprises aplayer object, each candidate object comprises an enemy character, thecandidate range indicator comprises a target range indicator, the firstdesignation input interface comprises a first attack input interface andthe candidate input interface comprises a target input interface, andwherein causing a predetermined action from the initial object withrespect to the candidate object comprises causing the player object toattack a first enemy character.
 24. The recording medium of claim 23,wherein the first process additionally comprises displaying the playerobject on the display screen and wherein the target range indicatorcomprises a bounded area that extends radially outward from the playerobject, the bounded area encompassing a predetermined region of thedisplay screen.
 25. The recording medium of claim 24, wherein the playerobject can be equipped with a weapon and wherein the size of the boundedarea is a function of the weapon with which the player object isequipped.
 26. The recording medium of claim 24, wherein the target inputinterface on the input device comprises a joystick that can be in aneutral position or a non-neutral position, and wherein actuation of thetarget input interface comprises the joystick being moved out of theneutral position in a first direction.
 27. The recording medium of claim26, wherein the second process comprises displaying the target rangeindicator such that the target range indicator extends radially outwardfrom the player object in a direction that corresponds to the firstdirection in which the joystick was moved.
 28. The recording medium ofclaim 26, wherein displaying a visual indication in association with thefirst enemy character comprises displaying a first attack icon adjacentto a first enemy character in response to the first enemy characterintersecting at least a portion of the target range indicator on thedisplay screen, the attack icon being associated with a first attackinput interface on the input device.
 29. The recording medium of claim28, wherein the program further includes instructions for causing theinformation processing system to execute a process comprised ofdisplaying a second attack icon over a second enemy character inresponse to the second enemy character intersecting the target rangeindicator, the second attack icon being associated with a second attackinput interface on the input device.
 30. The recording medium of claim23, the program further including instructions for causing theinformation processing system to execute a process comprised of causingthe player object to attack the second enemy character in response toactuation of the second attack input interface.
 31. The recording mediumof claim 23, wherein the player object can face in a direction toward oraway from the first enemy character, and the program further includinginstructions for causing the information processing system to execute aprocess comprised of causing the player object to attack the first enemycharacter in response to actuation of the first attack input interfaceeven when the player object is facing in a direction away from the firstenemy character.
 32. The recording medium of claim 23, wherein theplayer object is facing away from the first enemy character when thefirst attack input interface is actuated, and the program furtherincluding instructions for causing the information processing system toexecute a process comprised of causing the player object to remainfacing in a direction away from the first enemy character while theplayer object is attacking the first enemy character.
 33. The recordingmedium of claim 31, the program further including instructions forcausing the information processing system to execute a process comprisedof causing the player object to face in a direction toward the firstenemy character after the player object attacks the first enemycharacter.
 34. The recording medium of claim 33, the program furtherincluding instructions for causing the information processing system toexecute a process comprised of displaying the first attack icon over asecond enemy character in response to the second enemy characterintersecting the target range indicator on the display screen while thefirst enemy character is also intersecting the target range indicator onthe display screen.
 35. The recording medium of claim 34, the programfurther including instructions for causing the information processingsystem to execute a process comprised of causing the player object toattack both the first and second enemy characters in response toactuation of the first attack input interface.
 36. A recording mediumthat stores a program readable and executable by an informationprocessing system to cause the information processing system to targetone or more enemy objects for attack with respect to a player object ina virtual environment of the information processing system, the programincluding instructions for causing the information processing system toexecute: a first process comprised of displaying a target rangeindicator that defines the target range of the player object, the targetrange indicator comprising a bounded area that encompasses a region of adisplay screen; a second process comprised of maneuvering a first enemyobject so that the first enemy object is at least partially locatedwithin the region of the display screen that is encompassed by thebounded area of the target range indicator; a third process comprised ofassociating the first enemy object with a first button on an inputdevice according to a button hierarchy, the button hierarchyprioritizing plural buttons on the input device in a predeterminedpriority order wherein the first button is the first button in thepriority order; a fourth process comprised of maneuvering a second enemyobject so that the second enemy object is at least partially locatedwithin the region of the display screen that is encompassed by thebounded area of the target range indicator; a fifth process comprised ofassociating the second enemy object with a second button on the inputdevice according to the button hierarchy, wherein the second button isthe next button in the priority order after the first button; a sixthprocess comprised of causing the player object to attack an enemy objectwhen the button associated with the enemy object is pressed.
 37. Therecording medium of claim 36, the program further including instructionsfor causing the information processing system to execute a processcomprised of displaying the player object on the display screen.
 38. Therecording medium of claim 37, wherein the target range indicator extendsradially outward from the player object on the display screen.
 39. Therecording medium of claim 36, the program further including instructionsfor causing the information processing system to execute a processcomprised of displaying an attack icon over an enemy object when theenemy object is associated with a controller button, the attack iconcomprising a symbol that identifies the associated controller button.40. The recording medium of claim 36, wherein the player object faces aparticular direction, the program further including instructions forcausing the information processing system to execute a process comprisedof causing the player object to attack an enemy object when the buttonassociated with the enemy object is pressed regardless of whether theplayer object is facing the enemy object being attacked.
 41. Therecording medium of claim 36, the program further including instructionsfor causing the information processing system to execute a processcomprised of equipping the player object with a weapon, wherein the sizeof the region of the display screen encompassed by the bounded area ofthe target range indicator is dependent on the weapon.
 42. The recordingmedium of claim 36, wherein the target range indicator is displayed inresponse to moving a joystick on the input device in a first directionand wherein the target range indicator extends in a direction thatcorresponds to the first direction that the joystick was moved.
 43. Aninformation processing system comprised of an information processorconfigured to execute program instructions that cause the informationprocessing system to implement one or more processes for designatingcandidate objects with respect to an initial object in a virtualenvironment of the information processing system, the processescomprising: a first process comprising displaying one or more candidateobjects on a display screen; a second process comprising displaying acandidate range indicator on the display screen in response to actuationof a candidate input interface on an input device, the candidateindicator comprising a visual indication of a candidate range for theinitial object; a third process comprising displaying a visualindication in association with a first candidate object in response tothe first candidate object intersecting at least a portion of thecandidate range indicator on the display screen, the visual indicationbeing associated with a first designation input interface on the inputdevice; a fourth process comprising a predetermined action from theinitial object with respect to the first candidate object in response toactuation of the first designation input interface.
 44. The informationprocessing system of claim 43, wherein the virtual environment comprisesa game environment, the initial object comprises a player object, eachcandidate object comprises an enemy character, the candidate rangeindicator comprises a target range indicator, the first designationinput interface comprises a first attack input interface and thecandidate input interface comprises a target input interface, andwherein causing a predetermined action from the initial object withrespect to the candidate object comprises causing the player object toattack a first enemy character.
 45. The information processing system ofclaim 43, wherein the first process additionally comprises displayingthe player object on the display screen and wherein the target rangeindicator comprises a bounded area that extends radially outward fromthe player object, the bounded area encompassing a predetermined regionof the display screen.
 46. The information processing system of claim45, wherein the player object can be equipped with a weapon and whereinthe size of the bounded area is a function of the weapon with which theplayer object is equipped.
 47. The information processing system ofclaim 45, wherein the target input interface on the input devicecomprises a joystick that can be in a neutral position or a non-neutralposition, and wherein actuation of the target input interface comprisesthe joystick being moved out of the neutral position in a firstdirection.
 48. The information processing system of claim 47, whereinthe second process comprises displaying the target range indicator suchthat the target range indicator extends radially outward from the playerobject in a direction that corresponds to the first direction in whichthe joystick was moved.
 49. The information processing system of claim47, wherein displaying a visual indication in association with the firstenemy character comprises displaying a first attack icon adjacent to afirst enemy character in response to the first enemy characterintersecting at least a portion of the target range indicator on thedisplay screen, the attack icon being associated with a first attackinput interface on the input device.
 50. The information processingsystem of claim 49, wherein the processes further include a processcomprised of displaying a second attack icon over a second enemy objectin response to the second enemy object intersecting the target rangeindicator, the second attack icon being associated with a second attackinput interface on the input device.
 51. The information processingsystem of claim 44, wherein the processes further include a processcomprised of causing the player object to attack the second enemycharacter in response to actuation of the second attack input interface.52. The information processing system of claim 44, wherein the playerobject can face in a direction toward or away from the first enemycharacter, and wherein the processes further include a process comprisedof causing the player object to attack the first enemy character inresponse to actuation of the first attack input interface even when theplayer object is facing in a direction away from the first enemycharacter.
 53. The information processing system of claim 45, whereinthe player object is facing away from the first enemy character when thefirst attack input interface is actuated, and wherein the processesfurther include a process comprised of causing the player object toremain facing in a direction away from the first enemy character whilethe player object is attacking the first enemy character.
 54. Theinformation processing system of claim 52, wherein the processes furtherinclude a process comprised of causing the player object to face in adirection toward the first enemy character after the player objectattacks the first enemy character.
 55. The information processing systemof claim 54, wherein the processes further include a process comprisedof displaying the first attack icon over a second enemy character inresponse to the second enemy character intersecting the target rangeindicator on the display screen while the first enemy character is alsointersecting the target range indicator on the display screen.
 56. Theinformation processing system of claim 55, wherein the processes furtherinclude a process comprised of causing the player object to attack boththe first and second enemy character s in response to actuation of thefirst attack input interface.
 57. An information processing systemcomprised of an information processor configured to execute programinstructions that cause the information processing system to implementone or more processes for targeting one or more enemy objects for attackwith respect to a player object in a virtual environment of theinformation processing system, the process comprising: a first processthat causes display of a target range indicator that defines the targetrange of the player object, the target range indicator comprising abounded area that encompasses a region of a display screen; a secondprocess that permits a first enemy object to be moved so that the firstenemy object is at least partially located within the region of thedisplay screen that is encompassed by the bounded area of the targetrange indicator; a third process that associates the first enemy objectwith a first button on an input device according to a button hierarchy,the button hierarchy prioritizing plural buttons on the input device ina predetermined priority order wherein the first button is the firstbutton in the priority order; a fourth process that maneuvers a secondenemy object so that the second enemy object is at least partiallylocated within the region of the display screen that is encompassed bythe bounded area of the target range indicator; a fifth process thatassociates the second enemy object with a second button on the inputdevice according to the button hierarchy, wherein the second button isthe next button in the priority order after the first button; a sixthprocess that causes the player object to attack an enemy object when thebutton associated with the enemy object is pressed.
 58. The informationprocessing system of claim 57, wherein the processes further include aprocess comprised of displaying the player object on the display screen.59. The information processing system of claim 58, wherein the targetrange indicator extends radially outward from the player object on thedisplay screen.
 60. The information processing system of claim 57,wherein the processes further include a process comprised of displayingan attack icon over an enemy object when the enemy object is associatedwith a controller button, the attack icon comprising a symbol thatidentifies the associated controller button.
 61. The informationprocessing system of claim 57, wherein the player object faces aparticular direction, and wherein the processes further include aprocess comprised of causing the player object to attack an enemy objectwhen the button associated with the enemy object is pressed regardlessof whether the player object is facing the enemy object being attacked.62. The information processing system of claim 57, wherein the processesfurther include a process comprised of equipping the player object witha weapon, wherein the size of the region of the display screenencompassed by the bounded area of the target range indicator isdependent on the weapon.
 63. The information processing system of claim57, wherein the target range indicator is displayed in response tomoving a joystick on the input device in a first direction and whereinthe target range indicator extends in a direction that corresponds tothe first direction that the joystick was moved.